I'd say a Legendary Secret needs to be even more legendary than Legendary :D just to justify the insignia. Making it just an arbitrary Legendary status spell does seem a bit ''minor key'', if you get me. Either way, I was asking if you'd had any ideas/themes for a legendary secret,, since you'd suggested it, or maybe I missed the card you had in mind to make?
The idea I had was a "revolving door" that kept putting a copy of the secret itself into your deck whenever you ran out of cards, so as to prevent fatigue. I'm not gonna go with that though, assuming I go with anything.
ah ok, missed that you were talking about a specific idea. I'm going to follow up on that Mage legendary anyway, see what might work :) Thanks.
Anyone suggest any interesting WoW story arcs that involve major secret/subterfuge reveals for a potential Legendary Secret based on an event/character? I'm having a look at google but searching is a pain for such a specific element in WoW history.
And was wondering wheather its legal or not, if the official submission is the minion.
No, the submission itself must be a Secret card. The idea of a minion that spawns a particular unique Secret is certainly interesting, but it's not for this week's competition.
Okay, like a couple of the cards with the Competitive Spirit trigger are actually pretty cool, but the fact that they're taking up a good half of the submissions is kind of a problem. Come on, y'all, you can do better than that. The few that are cool do something based on stuff your opponent actually did during their turn (for example, the very first submission by alky) meaning there's actually some interaction with them by your opponent, but way too many of them are just spells that you put on a one-turn delay, the "trigger" having nothing to do with what your opponent does. It's not against the letter or spirit of the rules exactly, so I'm not going to disqualify them or anything, I'm just saying it's disappointing because I don't think it takes enough creative advantage of the Secret mechanic.
I hope this isn't about me.
Not that I particularly care either way, it's a Shaman card :P
I feel like it shouldn't cost more since it destroys the minion, thus triggering Deathrattles and effects such as Cult Master, and it summons another minion, which can trigger Knife Juggler.
What do you guys think of the rogue secret I designed? Do you think this is a fair price?
You mention about someone else's card that its too easy to play around, but so is this. I mean I guess its always a tempo-ish play, but its the only secret you have so they know exactly what it is and can do their best to play around it. Also, I think in general its undercost even then. It effectively short changes you opponent by 2 mana, plus it uses the transform mechanic, so it seems like this should cost 2. I think as the only Rogue secret its not a great design. It doesn't really further the class or build on any flavor, its just a generic secret that seems out of place as a one off.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
So I've got 5 ideas, can't decide which one to go with. Any thoughts/balance suggestions/wording faults that can be given?
False Blessing is a cool Mill Druid card, and I do think that this works as a card your opponent knows about and can play around, however typically you want to hide that you're mill druid as long as you can and playing this would give it away pretty quickly.
Decisive Execution seems really strong. Again you are playing on the Mill theme, but this is just, if you're playing mill rogue and get them to fatigue you automatically win, which seems even more excessive than it needs to me. Also I'm not sure the name fits the effect that well.
Astral Assistance is busted as hell. Even if you can't draw a card off it its an Innervate/Wild Growth Choose one, in a class that already abuses those mechanics. It would make the class even more bursty powerful and unfun to play against.
Natural Harmony is weird, I think it should cancel the additional draws for the turn rather than cutting off their next draw, that is just weird wording and confusing to track. I think this is one of the most interesting of the cards.
Sudden Burst seems great. Its a cheap card to enable early combo on one turn and then the next also, seems sweet. The best pure design of the cards easy. It works as the only secret, furthers the class mechanics and seems like something you'd want to play. I don't understand the art having a guy shooting a crossbow as a rogue, but otherwise.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
The few that are cool do something based on stuff your opponent actually did during their turn (for example, the very first submission by alky) meaning there's actually some interaction with them by your opponent, but way too many of them are just spells that you put on a one-turn delay, the "trigger" having nothing to do with what your opponent does.
Would it qualify as opponent interaction if the trigger was based on a specific minion surviving? Like, instead of your opponent avoiding doing something to not trigger the Secret, they have to do something specific to not trigger it. Does that make sense?
Yes, this is super weird. As a mod, I can see deleted posts, spam posts, and some other sorts of invisible deleted posts y'all can't, but I can't see or do anything about post #35. I have no idea what it is. I brought it up to the senior mods yesterday to see if they knew what was going on with it, and I just checked back again and we're still not sure. I suspect some weird system fluke just because of a couple of the changes and updates that have been going on with the website recently. Fortunately, because it was apparently deleted as soon as it was posted as far as we can tell, it never actually caused any page slips, so we're just going to adjust stuff so that that post is ruled out entirely. That page and subsequent ones will still have their normal 20 posts (minus whatever gets disqualified), just starting with #x2 instead of #x1.
So my submission for the competition this time is below.
However the more i look at it the more i don;t like the artwork. i feel it doesn;t fit the tone of hearthstone. any suggestions on changing it? is changing the artwork even allowed in the rules. Or is the art fine as is?
any other comments on the card are also appreciated.
I think this card is probably over powered. Just think about if you're playing a Handlock or some sort, its turn 4, you play this and have no minions. Now your opponent must kill one of his own minions so as not to trigger this for one turn. If at any point your opponent get ahead and clears your board you can just take a turn off to clear his back, that seems super strong. At worst its just a 4 mana removal spell, which is a very good rate, but it could kill up to 3 minions. Underpriced for the effect for sure.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Allright, i had a lot of ideas for this week's task and i really don't know which one to go with. Here's the 5 cards i came up with, i'd greatly appreciate if you can help me choose which one to submit (remember, numbers can be tweaked):
So, what do you guys think? :)
Rain of Chaos has a few issues. First, it has no stated trigger, like its just a spell that says secret in the front so it either activates right away or never. Second, Bane of Doom costs 5, to deal 2 to one guy and make a random demon, now its true you can get stuff better than a 6/6, but 6/6 is above average and you're thrilled any time you get one. This costs just 3 more mana, deals 1 extra damage to all minions and then summons a 6/6 for each one you kill. So this could not only kill multiple minions, but summon you multiple large minions. I know someone told you this was over cost and could deal more damage, they were wrong. 2 is a fine number, to pushes this too far.
Totemic Growth doesn't really worth that well if its the only secret in the class. Your opponent will always know what it is and do their best to prevent it from ever triggering or only triggering on one totem. For 4 mana I can't see how this is good. Its probably fine at 3 mana, but still not exciting, just the nature of the design.
Vendetta is also over powered. It costs 2 more mana than Skullcrack, but its a one time investment, and you can get it from Mad Scientist, so then you just get a free 2 damage until the end of the game, which is probably ending in your favor. At least you can't have 2 of these active at a time, but its still way too strong. Though its at least somewhat fitting as a secret designed to be the only one for a class.
Blood Craze is another secret that doesn't work under the stipulation of being the only secret in your class. It can't trigger on your turn and your opponent will always know its there. So unless they are forced to board clear you they can just do their best to avoid triggering it. Also this seems like it could be bad with other weapons, since if you have this you can't really play a weapon if your opponent can trigger this without losing some amount of value.
Savage Defence needs a wordings clean up first off. The overall effect is pretty undercost, swipe is 4 mana and gaining 10 health costs at least 3, so you're bundling over 7 mana worth of effects into 5 mana, that isn't generally how it works, it cost more when you glue effect together.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I like Reinforcements the best, fits Warrior well thematically and the art is amazing. I think the bodies could be stronger tough, 3 1/1 for 3 mana on your opponents turn is weak, your opponent has control over what happens to them. I guess you made it with Bolster in mind, so if you maybe summon 2 2/2s with Taunt instead it will in many situations be the same because most classes can probably remove one of the 1/1s a 1 dmg effect. And I don't imagine strong horde orcs as 1/1 :p
I'm going with this concept, but how should it be executed? Which one do people like the most? Mixes of mana cost, art and card text can be suggested. It's for low budget decks to counter decks with several legendaries. Patient Assassin
Rain of Chaos is a Flamestrike that cost 1 more deals 1 less but has the upside of giving you 6/6s, that is a huge upside. Against Paladin and Shaman in particular this card is just about unbeatable. And again I'll point out that Bane of Doom can only hit 1 guy for 2 damage and gives you a random minion for 5 mana, you are adding 3 mana to increase the damage by 1, hit all minions instead of just 1, and always get a 6/6 which is almost always better than a random demon. So for 3 mana you get a board clear that is also a win condition. I'm not saying you can't leave the card as is, its your call if you think its balanced, I just think its too good.
Vendetta is definitely too strong. Skullcrack definitely isn't popular or great, but its good, just not good enough to see play, there are plenty of good cards that don't make the cut because they aren't the best cards. Vendetta however, as I said can cost you just 2 mana off of Mad Scientist and then your opponent is just under the gun the whole game. It makes a card like Kezan Mystic mandatory. This wouldn't be a control card, it was just be a standard rogue card, its a free hunter Hero power ever turn and we saw how Blizzards idea of that the Hunter Hero power is a control ability panned out. Even comparing this to something like Dreadsteed. Yes Dreadsteed can attack minions, but it also deals less damage than this ever turn. Dreadsteed is almost ignorable in some cases, but this card puts you on a hard clock.
I'm not saying Blood Craze doesn't work, but I'm saying it doesn't work that well. It doesn't play well with active weapons. You mention putting it in Patron, but what card do you want to cut to run this? It definitely is good in an aggro style warrior, but against most of those decks are playing 5+ weapons already, so instead of running a good consistent aggressive weapon you're playing a control card in case you get behind. I'm not sure its really want you want there either. Its not a horrible card I just don't know where it fits with warrior atm.
Savage Defense is undercost either way. Yes its a secret and sometimes that does mean a discount on cost, however this isn't you typical secret. Its more like a super Ice Barrier that triggers at a slightly different time, but also deals damage to your opponent and their board even its not the most meaningful. You are still only paying 1 more mana for 2 armor, 4 face damage and 1 to their whole board, plus it can trigger of spells not just attacks like Ice Barrier, that is one hell of a bargin. Also, this currently reads, "Secret: If your hero takes damage at below half health, gain 10 armor and Swipe the enemy hero." The current secrets all say when, and of course "at below" probably meant to be, "at or below", but I think the best wording is "Secret: When your hero takes damage while below 15 health, gain 10 armor and Swipe the enemy hero."
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I'm going with this concept, but how should it be executed? Which one do people like the most? Mixes of mana cost, art and card text can be suggested. It's for low budget decks to counter decks with several legendaries. Patient Assassin
I think all of these are kind of ok, but one big thing is that the rules are to design a secret that your opponent will know about, as its the only secret in your class. Most decks don't play heaps of legendaries and can probably avoid triggering this most of the time, especially most aggro decks. Also, I'm not sure why at any cost you would get 2 Assassins for them playing 1 card. It doesn't make sense that if I play a legendary you get to 2 for 1 someone. I know Patient Assassin isn't the strongest removal spell in the game but the way this triggers and what no its very likely you'll get to get your kill in. Therefore I think the 1 mana one is the best option.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
@ForPonies11 a short comment should be enough, just make sure to put the word root in bold, in keeping with all keywords. Your card should read: "At the start of your turn, Root all enemy minions that attacked last turn and the minions next to them."
@MarioToast: I like them all, but my favourite is Reactive Healing. However, 4 mana is a little steep. Remember, this is the only secret Priest would theoretically have, so your opponent knows full well what they are doing. Most of the time, you're not going to get much out of it. Change the price to 2 or even 1 and you've got a good card.
@Edalcmagal I don't quite understand what this card is supposed to do, you need to include some clarification about this dodgeball mechanic.
@adriamrk: I like the first art, with the last card. It does't make a lot of sense thematically why you summon two assasins, so the last one I think works pretty well.
So I came up with two renditions of the False Blessing, which do you guys think is a better concept design wise? Also, thoughts on pricing/wording are greatly appreciated.
Edit: the first one is supposed to be a druid spell, not a neutral.
Ok, I know I already submitted my card, and honestly if anyone wants to use these I won't mind at all. Anyway, which of these 2 Pirate secrets seems better.
Both did design both to be played around, with the knowledge that they do what they do. However I will note that Southsea Justice won't trigger if no Pirates were killed.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Ok, I know I already submitted my card, and honestly if anyone wants to use these I won't mind at all. Anyway, which of these 2 Pirate secrets seems better.
Both did design both to be played around, with the knowledge that they do what they do. However I will note that Southsea Justice won't trigger if no Pirates were killed.
I like the second one, that solves the great problem of comboing with ships cannon, as you basically protect it for a turn.
@PurpleMD: A secret for mill druid :D. The second one looks very manageable, your opponent could easily ignore it (because at 3 cards you went aggro and want to draw more). The first one is kind of tricky&fun since early game you can't play 3+ cards and late-game decks wont be playing that much most of the time. I suppose 2+ cards is fine.
I would rewrite as : "At the start of your turn if your opponent played multiple cards on his turn refill his hand".
Also thanks for your comment !
Thanks :)and no problem, it's what I'm here for.
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ah ok, missed that you were talking about a specific idea. I'm going to follow up on that Mage legendary anyway, see what might work :) Thanks.
Anyone suggest any interesting WoW story arcs that involve major secret/subterfuge reveals for a potential Legendary Secret based on an event/character? I'm having a look at google but searching is a pain for such a specific element in WoW history.
No, the submission itself must be a Secret card. The idea of a minion that spawns a particular unique Secret is certainly interesting, but it's not for this week's competition.
I hope this isn't about me.
Not that I particularly care either way, it's a Shaman card :P
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
My idea, hope you like it!
Reached Legend for the first time in May 2016.
Golden Warlock and some couple 100 wins on Shaman and Priest.
Favorite deck? The Old Handlock, Dragon/N'Zoth Priest, and Renolock.
"I greet you" - Gul'Dan
Gonna ask again since I got no reply last time:
Any of these seem good?
Can't save the minion if the damage is fatal.
I feel like it shouldn't cost more since it destroys the minion, thus triggering Deathrattles and effects such as Cult Master, and it summons another minion, which can trigger Knife Juggler.
You mention about someone else's card that its too easy to play around, but so is this. I mean I guess its always a tempo-ish play, but its the only secret you have so they know exactly what it is and can do their best to play around it. Also, I think in general its undercost even then. It effectively short changes you opponent by 2 mana, plus it uses the transform mechanic, so it seems like this should cost 2. I think as the only Rogue secret its not a great design. It doesn't really further the class or build on any flavor, its just a generic secret that seems out of place as a one off.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
There is no post #35. All pages after page 2 therefore starts with #X2 instead of #X1. Page 2 only have 19 submissions, not 20 as it should have.
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/68512-weekly-card-design-competition-35-submission-topic?comment=34
E: It actually has 20 posts, but because there is no post #35 the whole thread has been pushed 1
Hearthpwn Community's Balancing of Cards.
@PupleMD
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Would it qualify as opponent interaction if the trigger was based on a specific minion surviving? Like, instead of your opponent avoiding doing something to not trigger the Secret, they have to do something specific to not trigger it. Does that make sense?
Yes, this is super weird. As a mod, I can see deleted posts, spam posts, and some other sorts of invisible deleted posts y'all can't, but I can't see or do anything about post #35. I have no idea what it is. I brought it up to the senior mods yesterday to see if they knew what was going on with it, and I just checked back again and we're still not sure. I suspect some weird system fluke just because of a couple of the changes and updates that have been going on with the website recently. Fortunately, because it was apparently deleted as soon as it was posted as far as we can tell, it never actually caused any page slips, so we're just going to adjust stuff so that that post is ruled out entirely. That page and subsequent ones will still have their normal 20 posts (minus whatever gets disqualified), just starting with #x2 instead of #x1.
@ Fremanofkol
I think this card is probably over powered. Just think about if you're playing a Handlock or some sort, its turn 4, you play this and have no minions. Now your opponent must kill one of his own minions so as not to trigger this for one turn. If at any point your opponent get ahead and clears your board you can just take a turn off to clear his back, that seems super strong. At worst its just a 4 mana removal spell, which is a very good rate, but it could kill up to 3 minions. Underpriced for the effect for sure.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
@ Elmo1191
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I like Reinforcements the best, fits Warrior well thematically and the art is amazing. I think the bodies could be stronger tough, 3 1/1 for 3 mana on your opponents turn is weak, your opponent has control over what happens to them. I guess you made it with Bolster in mind, so if you maybe summon 2 2/2s with Taunt instead it will in many situations be the same because most classes can probably remove one of the 1/1s a 1 dmg effect. And I don't imagine strong horde orcs as 1/1 :p
I'm going with this concept, but how should it be executed? Which one do people like the most? Mixes of mana cost, art and card text can be suggested. It's for low budget decks to counter decks with several legendaries. Patient Assassin
Click here to see my Pet Treats in the Weekly Card Design Competition.
@ Elmo1191
Rain of Chaos is a Flamestrike that cost 1 more deals 1 less but has the upside of giving you 6/6s, that is a huge upside. Against Paladin and Shaman in particular this card is just about unbeatable. And again I'll point out that Bane of Doom can only hit 1 guy for 2 damage and gives you a random minion for 5 mana, you are adding 3 mana to increase the damage by 1, hit all minions instead of just 1, and always get a 6/6 which is almost always better than a random demon. So for 3 mana you get a board clear that is also a win condition. I'm not saying you can't leave the card as is, its your call if you think its balanced, I just think its too good.
Vendetta is definitely too strong. Skullcrack definitely isn't popular or great, but its good, just not good enough to see play, there are plenty of good cards that don't make the cut because they aren't the best cards. Vendetta however, as I said can cost you just 2 mana off of Mad Scientist and then your opponent is just under the gun the whole game. It makes a card like Kezan Mystic mandatory. This wouldn't be a control card, it was just be a standard rogue card, its a free hunter Hero power ever turn and we saw how Blizzards idea of that the Hunter Hero power is a control ability panned out. Even comparing this to something like Dreadsteed. Yes Dreadsteed can attack minions, but it also deals less damage than this ever turn. Dreadsteed is almost ignorable in some cases, but this card puts you on a hard clock.
I'm not saying Blood Craze doesn't work, but I'm saying it doesn't work that well. It doesn't play well with active weapons. You mention putting it in Patron, but what card do you want to cut to run this? It definitely is good in an aggro style warrior, but against most of those decks are playing 5+ weapons already, so instead of running a good consistent aggressive weapon you're playing a control card in case you get behind. I'm not sure its really want you want there either. Its not a horrible card I just don't know where it fits with warrior atm.
Savage Defense is undercost either way. Yes its a secret and sometimes that does mean a discount on cost, however this isn't you typical secret. Its more like a super Ice Barrier that triggers at a slightly different time, but also deals damage to your opponent and their board even its not the most meaningful. You are still only paying 1 more mana for 2 armor, 4 face damage and 1 to their whole board, plus it can trigger of spells not just attacks like Ice Barrier, that is one hell of a bargin. Also, this currently reads, "Secret: If your hero takes damage at below half health, gain 10 armor and Swipe the enemy hero." The current secrets all say when, and of course "at below" probably meant to be, "at or below", but I think the best wording is "Secret: When your hero takes damage while below 15 health, gain 10 armor and Swipe the enemy hero."
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I think all of these are kind of ok, but one big thing is that the rules are to design a secret that your opponent will know about, as its the only secret in your class. Most decks don't play heaps of legendaries and can probably avoid triggering this most of the time, especially most aggro decks. Also, I'm not sure why at any cost you would get 2 Assassins for them playing 1 card. It doesn't make sense that if I play a legendary you get to 2 for 1 someone. I know Patient Assassin isn't the strongest removal spell in the game but the way this triggers and what no its very likely you'll get to get your kill in. Therefore I think the 1 mana one is the best option.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
@ForPonies11 a short comment should be enough, just make sure to put the word root in bold, in keeping with all keywords. Your card should read: "At the start of your turn, Root all enemy minions that attacked last turn and the minions next to them."
@MarioToast: I like them all, but my favourite is Reactive Healing. However, 4 mana is a little steep. Remember, this is the only secret Priest would theoretically have, so your opponent knows full well what they are doing. Most of the time, you're not going to get much out of it. Change the price to 2 or even 1 and you've got a good card.
@Edalcmagal I don't quite understand what this card is supposed to do, you need to include some clarification about this dodgeball mechanic.
@adriamrk: I like the first art, with the last card. It does't make a lot of sense thematically why you summon two assasins, so the last one I think works pretty well.
So I came up with two renditions of the False Blessing, which do you guys think is a better concept design wise? Also, thoughts on pricing/wording are greatly appreciated.
Edit: the first one is supposed to be a druid spell, not a neutral.
Ok, I know I already submitted my card, and honestly if anyone wants to use these I won't mind at all. Anyway, which of these 2 Pirate secrets seems better.
Both did design both to be played around, with the knowledge that they do what they do. However I will note that Southsea Justice won't trigger if no Pirates were killed.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I like the second one, that solves the great problem of comboing with ships cannon, as you basically protect it for a turn.
Thanks :)and no problem, it's what I'm here for.